[Bug 38974] Red Faction Guerilla: texture smearing at the side of the screen

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Nov 18 12:58:31 CST 2015


https://bugs.winehq.org/show_bug.cgi?id=38974

Matteo Bruni <matteo.mystral at gmail.com> changed:

           What    |Removed                     |Added
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  Attachment #51957|0                           |1
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--- Comment #9 from Matteo Bruni <matteo.mystral at gmail.com> ---
Created attachment 52783
  --> https://bugs.winehq.org/attachment.cgi?id=52783
Fix v2

I managed to get around writing some tests for this bug and it turns out that
they don't quite give the results I expected. Can you check if the new patch
also fixes the bug for you?

A quick explanation of the bug itself: the game uses ID3DDevice9::Clear() to
initialize a texture to color (0.5, 0.5, 0.0, 0.0). That texture is then used
in the final postprocessing pass as a sort of offset for the rendered scene. In
the broken case the SRGBFRAMEBUFFER GL state happens to be enabled at the time
of the clear because of the last draw (to a different render target), the
texture ends up being cleared with the gamma-corrected color and that results
in the smearing visible in the screenshot.

My initial guess was that clears should always ignore the D3DRS_SRGBWRITEENABLE
state but my testing shows that's not the case, clears are affected by it.
It's pretty weird actually, on the Windows systems I tested (XP and Win7)
changes in the render state setting are ignored by clears unless "something"
(e.g. a draw) happens in between and switching render targets sometimes also
has an effect. The testbot (WARP on Win8 and Win10) seems to give a more
sensible behavior though - the state affects the clears without that weirdness.

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